My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
Good
Versatility
Good
F2P score
RIP

1 problems 1 warnings Why?

Missing cards in your collection

Elixir Golem

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Wizard Giant Skeleton

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Hog Rider

Damage spells

Spells in your deck. Having at least one or two is recommended.

Earthquake Fireball Tornado Freeze

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Hog Rider

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Earthquake Fireball

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Hog Rider Giant Skeleton

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Hog Rider Giant Skeleton

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Hog Rider Guards Giant Skeleton
Giant Snowball
Hog Rider Guards
Zap
Guards
Barbarian Barrel
Wizard Guards Giant Skeleton
The Log
Hog Rider Guards Giant Skeleton
Earthquake
Hog Rider Guards
Arrows
Guards
Royal Delivery
Hog Rider Wizard Guards Giant Skeleton
Fireball
Hog Rider Wizard
Poison
Wizard Guards
Lightning
Wizard
Rocket
Hog Rider Wizard

Against air swarms

Spells and units that can counter air swarms.

Fireball Wizard Tornado Freeze

Against ground swarms

Spells and units that can counter ground swarms.

Earthquake Fireball Wizard Tornado Freeze

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Guards Tornado Freeze Giant Skeleton

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Fireball

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Fireball Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

RIP

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Earthquake Guards Tornado Fireball Hog Rider Freeze Wizard Giant Skeleton

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

13 Earthquake Guards Tornado Fireball

Attack Synergies 5 11

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Earthquake
Hog Rider Fireball Tornado Giant Skeleton
Fireball
Hog Rider Tornado Earthquake Freeze
Hog Rider
Earthquake Fireball Freeze Wizard Guards Tornado Giant Skeleton
Wizard
Tornado Hog Rider Giant Skeleton
Guards
Hog Rider
Tornado
Fireball Wizard Earthquake Hog Rider Freeze Giant Skeleton
Freeze
Hog Rider Fireball Tornado
Giant Skeleton
Earthquake Hog Rider Wizard Tornado

Defense Synergies 2 8

Earthquake
Fireball Tornado
Fireball
Tornado Earthquake Freeze
Hog Rider
Wizard
Tornado Guards Freeze Giant Skeleton
Guards
Wizard Giant Skeleton
Tornado
Fireball Wizard Earthquake Giant Skeleton
Freeze
Fireball Wizard
Giant Skeleton
Wizard Guards Tornado

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Earthquake Fireball Wizard
Tornado Freeze Giant Skeleton
Guards
Earthquake Fireball Tornado Giant Skeleton
Fireball Tornado Freeze Earthquake Guards
Tornado Fireball Wizard Freeze
Earthquake Fireball Giant Skeleton
Tornado
Guards Tornado Giant Skeleton
Guards Earthquake Fireball Wizard Tornado Freeze Giant Skeleton
Fireball Wizard Tornado
Earthquake Fireball Wizard Guards Freeze Giant Skeleton
Fireball Wizard Earthquake Guards Tornado Freeze
Tornado Fireball Freeze
Wizard Fireball Tornado
Fireball Wizard Guards Tornado
Earthquake Wizard Tornado Freeze Fireball Guards Giant Skeleton
Tornado
Wizard Earthquake Fireball Guards Giant Skeleton

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Guards Fireball Giant Skeleton
Fireball Wizard
Guards Giant Skeleton
Guards Giant Skeleton Fireball Tornado
Giant Skeleton Guards
Fireball Wizard Tornado Freeze
Guards Fireball Giant Skeleton
Giant Skeleton
Freeze Giant Skeleton Fireball Tornado
Guards
Guards Giant Skeleton
Fireball Guards Tornado Giant Skeleton
Giant Skeleton Fireball Wizard Guards
Wizard Fireball
Guards Fireball Tornado Freeze Giant Skeleton
Earthquake Fireball Wizard Freeze Giant Skeleton

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Earthquake Fireball Guards Freeze Giant Skeleton
Fireball Tornado
Earthquake Fireball Giant Skeleton
Earthquake Fireball Guards Freeze Giant Skeleton
Fireball Wizard Earthquake
Fireball Wizard Tornado Freeze
Earthquake Wizard Tornado
Earthquake Fireball Wizard Tornado Freeze
Fireball Wizard Tornado
Fireball Guards Tornado
Earthquake Fireball Wizard Tornado
Fireball Wizard Tornado
Earthquake Fireball
Earthquake Fireball Freeze
Earthquake Fireball
Earthquake Fireball Wizard
Earthquake Fireball Wizard
Earthquake Fireball Tornado Freeze
Earthquake Fireball Wizard
Earthquake Fireball Wizard Tornado
Earthquake Fireball Giant Skeleton
Fireball Wizard Tornado
Tornado
Earthquake Fireball
Earthquake Tornado Freeze Fireball Wizard
Fireball Earthquake Wizard Tornado
Fireball Wizard Tornado
Fireball Tornado
Fireball Wizard Tornado
Fireball Wizard Guards Freeze
Fireball
Earthquake Fireball Wizard
Fireball Freeze
Giant Skeleton
Earthquake Fireball Wizard
Earthquake Fireball Guards Freeze
Fireball Wizard Tornado
Freeze
Fireball
Fireball Wizard
Earthquake Fireball Wizard
Fireball Tornado Giant Skeleton
Fireball Guards Tornado Freeze Giant Skeleton
Fireball Tornado
Fireball Tornado Freeze Giant Skeleton

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